Bilgi Yönetimi Pub Date : 2021-06-18 DOI:10.33721/by.916641
Demet Soylu, Özgür Külcü
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引用次数: 0

摘要

游戏化是数字时代创新的教育方法之一。随着信息和通信技术的发展,游戏化已开始在不同学科中使用,其目的是通过有趣的设计将重要但不够娱乐的内容传递给目标群体。为了适应数字时代,必须根据z世代不断变化的学习行为来设计学习环境和课程内容。在这一点上,游戏化是一个关键的工具。此外,为了做出成功有效的游戏化设计,考虑目标群体的期望和意见也很重要。在满足学生期望的学习环境中,学生的学习动机会更高,因此,学生的学习成绩也会更高。本研究旨在了解Beyazıt大学管理信息系统系二年级学生的认知与动机。本研究采用描述性方法。研究问题是“安卡拉Yıldırım Beyazıt大学管理信息系统系学生的看法和动机是什么?”在研究框架内,使用了由五个部分组成的调查表格。研究人群由337名学生组成。调查对象是43名学生。通过研究发现,大多数学生对游戏化持积极的看法和态度,他们更倾向于将课程游戏化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Yönetim Bilişim Sistemleri Bölümü Öğrencilerinin Oyunlaştırmaya Yönelik Algı ve Motivasyonunun Belirlenmesi Üzerine Bir Çalışma
Gamification is one of the innovative educational methodologies of the digital era. The gamification which has begun to be used in different disciplines with the development of information and communication technologies aim s to transmit the contents that are critical but not entertaining enough to the target group through a playful design. In order to adapt to the digital era, it has become a necessity to design learning environments and curriculum content in accordance with the changing learning behaviors of Generation Z. At this point, gamification is a key tool. Also, it is important to take the expectations and opinions of the target group into consideration to make successful and effective gamified designs. In learning environments meeting the expectation of students, motivation and therefore, performance of the student will be higher. This study was carried out in order to reveal the perception and motivation of 2nd grade students studying in the Department of Management Information Systems in Beyazıt University. In this study, descriptive method was used. The research question was formulated as “What is the perception and motivation of the students of Department of Management Information Systems of Ankara Yıldırım Beyazıt University?”. Within the frame of the study, a survey form comprised of five sections was used. The research population is comprised of 337 students. The survey was employed to 43 students. As a result of the study, it was found out that majority of the students had a positive perception and attitude towards gamification and they prefer that the courses should be gamified.
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